Not one that makes meshes but one that makes code, so you can export the map code and use objects like doors as types.
I'm currently developing
PersistentWorld3D an open source level builder. We could practically design it to do anything we want, but usually, a level builder generates a Level Information File (LIFE) that contains a special format used by the engine to load and create content (media and data).
PW3D will support Level Import and Export for various Blitz3D-made engines with a Scriptable Plugin System. In other words, you can code the LIFE Importer for your engine in Blitz, and script the associate LIFE Import/Export for the PW3D in BlitzScript3D.
PW3D will support a generic set of user-defined 'Objects' that can be visually represented in the level building process with an assigned mesh. So you can define an pickups, triggers, fields etc, and use a 3D shape to orientate them in the level.
It is not recommended to hard code your Level Information. I'm not exactly sure what you mean by "I find if I want doors or pick-ups in my level I need to put them in by loading in the blitz as a type but in is Time consuming."